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PLAYER’S GUIDE

Version 1.3

ORACLE OF WAR

Credits
D&D Staff-Head Dungeon Master Chris Lindsay
D&D Adventurers League Eberron Administrators Will Doyle, Shawn Merwin, Amy Lynn Dzura, LaTia
Bryant, Ma’at Crook

Effective Date
3 December 2019

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
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of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 1: CREATING AN ORACLE OF WAR CHARACTER
This document is a guide to creating and advancing a D&D character for play in the Oracle of War campaign, featuring the
EBERRON: RISING FROM THE LAST WAR campaign sourcebook and managed by the D&D Adventurers League.
campaign. All Eberron characters begin at 1st level,
OVERVIEW unless you possess campaign documentation that states
otherwise or further rules countermand this.
The Oracle of War campaign begins with the characters as
scavengers, adventurers who head into the highly
dangerous Mournland to locate and extract artifacts from STEP 1: CHOOSE A RACE AND CLASS
the remains of the ruined nation of Cyre. Based on those Oracle of War characters can choose race and class options
initial scavenging missions, the characters soon find from the Player’s Handbook, Xanathar’s Guide to
themselves embroiled in a world-spanning adventure that Everything, and the Eberron: Rising from the Last War
will take them from level 1 to 20. campaign sourcebook only (unless you possess campaign
This document details how to create an official Oracle of documentation providing additional options).
War character, presents rules for positioning the character You may select the Variant Human Traits option from
to best fit into the campaign, and describes extra campaign the Player’s Handbook.
elements that allow your group to create a unique home
base. STEP 2: DETERMINE ABILITY SCORES
Your Oracle of War character’s ability scores are generated
WHAT YOU NEED TO PLAY using one of the following methods:
To participate in the D&D Adventurers League Oracle of • Standard Array (15, 14, 13, 12, 10, 8)
War campaign, you’ll need access to at least the following:
• Variant: Customizing Ability Scores (PHB).
D&D Basic Rules. This document is free on the Wizards
of the Coast website and contains all the basic rules of the
game. STEP 3: DESCRIBE YOUR CHARACTER
A Character Sheet. You can use any character sheet Describe your character and choose a background.
meant for fifth edition D&D, including the use of D&D Background. Choose or create a background using the
Beyond, to keep track of your character. You can find some Player’s Handbook or the Eberron: Rising from the Last War
at D&D Adventurers League Resources. campaign sourcebook. You may also choose backgrounds
Logsheets are not used for this campaign. For more from this document (see “Backgrounds and Patrons”).
information on how that information is tracked, see “After These backgrounds are specifically tailored to fit into the
Your Adventure” below. storyline of the Oracle of War campaign.
Alignment. Oracle of War characters can be any non-
OPTIONAL ITEMS evil alignment (unless you possess campaign
documentation providing additional options).
These things aren’t necessary to play in D&D Adventurers
Deities. Your character can choose any deity listed in
League games but can be nice to have.
the Eberron: Rising from the Last War campaign
Player’s Handbook (PHB): For a more complete
sourcebook. Clerics must worship a single, specific deity
experience, we recommend you use a fifth edition D&D
or an Eberron-specific pantheon, but aren’t limited to the
Player’s Handbook.
domains recommended for their deity/pantheon. Other
Eberron: Rising from the Last War. Players can use
characters are not required to have a deity.
also the player options from Eberron: Rising from the Last
War.
Xanathar’s Guide to Everything. Players can use also STEP 4: CHOOSE EQUIPMENT
the player options and spells from Xanathar’s Guide to Your character’s class and background determine
Everything. equipment and gold; you don’t roll for starting wealth.
Trinkets. You start with a trinket from the table in
CHARACTER CREATION Chapter 5 of the Player’s Handbook or from the trinket
tables in Eberron: Rising from the Last War—choosing one
You’ll need an Eberron character made specifically for the or determining it randomly (your choice).
D&D Adventurers League Oracle of War campaign. Equipment. Your character can buy spell components
Characters from the Embers of the Last War campaign and equipment found in the Player’s Handbook or Eberron:
cannot be used, although they can be recreated Rising from the Last War campaign sourcebook.
starting at 1st level using the rules of the Oracle of War

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PART 2: D&D ADVENTURERS LEAGUE PLAY
To play an adventure in the Oracle of War campaign, your character must fall within the adventure’s level range. The adventures in the
campaign are meant to be played in order, and therefore they are optimized for the level that characters should be at the time when playing
them. However, instructions are given to the DM to allow any characters within an adventure’s tier to play that adventure. A character may not
play the same adventure more than once, although a player can use a different character to play an adventure they have already played.

DURING YOUR ADVENTURES SPELLCASTING SERVICES


Your character can sell or buy equipment at the table either The following spellcasting services are available to all players in
before or after each adventure, as well as during the adventure. If the Oracle of War campaign:
shops are available, the adventure describes what can be Magewrights. Between any adventure, you can spend gold to
purchased during the session. Between any adventure, you can have a magewright cast a spell for you. Your party can split the
visit Salvation to buy anything from the “Armor and Shields,” cost for this service if all players agree.
“Adventuring Gear,” “Equipment Packs,” “Tools,” or “Weapons”
tables in chapter 5 of the Player’s Handbook. Items can also be Spell Level Price
sold for half their listed value, although players can gain no more 1 25 gp
than 20 gp per adventure in sales. 2 50 gp
Currency and equipment can’t be given to another character, 3 100 gp
but:
Prices do not include the cost of priced material components,
• Equipment and consumable items can be lent to other which must also be paid to the magewright. You can only visit a
characters at your table, but they must return it at the end of magewright during an adventure if the adventure text specifies
the session (unless it’s been consumed). that such services are available and the DM rules that there is
• Equipment, including permanent magic items, cannot be time for your character to visit. Only large towns and cities
traded between players at any time. typically offer magewright services.
• Characters can choose to divide the cost of NPC spellcasting Healing Services. Between adventures, you can spend gold to
services obtained before, during, or after an adventure. The access the following House Jorasco healing services. Your party
services available are described below under “Spellcasting can split the cost for this service if all players agree.
Services.”
• Characters may not divide the cost of any legacy event related Service Price
costs unless the legacy event specifically allows it. The player Cure wounds 25 gp per level of the spell
gaining the benefit of the legacy event must pay its cost alone. Lesser restoration 50 gp
Remove curse 75 gp
Character Death. Character death is a real possibility in Greater restoration 150 gp
games. Dealing with character death in a shared-world campaign Raise dead 750 gp
is difficult: most want the consequences of the death to be
present without having the death remove the player from the You can only access magical healing during an adventure if the
campaign completely. With that in mind, when a character dies adventure text specifies that such services are available and the
during an adventure, use the following consequences and DM rules that there is time for your character to visit. Only large
resolutions: towns and cities are likely to have a house of healing.

• If the adventure provides consequences and resolutions for AFTER YOUR ADVENTURE
character death, use that guidance first.
• If the character has 750 gp in wealth, they must use that After you have completed an adventure, the DM will provide you
wealth to be raised. Other players at the table during the with an Adventure Record. This document summarizes your
adventure can share this cost at their discretion. play experience, provides rewards (wealth, magic items, etc.) for
• If a character does not have 750 gp, and no other players are the adventure, lists any legacy events that your character may
willing to contribute to reach that number, a character can still have received, and helps keep track of character progression.
be raised, though they receive no rewards (wealth, magic Choosing Rewards. Each Adventure Record (AR) contains a
items, etc.) for that adventure. The player may choose to have list of possible rewards. For most adventures, you receive
their character gain a level (or not) at their discretion. standard rewards based on what you did, and then you may
• A character that dies during an adventure should still receive choose one of the optional rewards for your character (unless
any legacy events that they earned, based on the discretion of otherwise noted). Optional rewards might include a permanent
the DM. If they declined the level, they cannot gain any benefits magic item, gold and other valuables, consumable items, or some
from legacy events that are provided when a level is gained. combination thereof. Once you make your selection, you cannot
change your decision.
The DM can remove reward choices from the AR if the party
failed to perform the tasks that would have earned that reward.
For example, if party failed to defeat the wizard wielding the staff
of magic missiles, the DM can cross that reward off the AR so that
it cannot be selected.
Downtime and Renown. Downtime and renown are not
tracked in the Oracle of War campaign. There are, however,

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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
chances to gain prestige, memberships, and other rewards and character advancement. You may not copy spells in other
through legacy events. ways unless you have campaign documentation that allows it.

CHARACTER ADVANCEMENT PLANNING FOR THE FUTURE


In the Oracle of War campaign, your character advances one level As you gain levels, your character evolves and grows. In
at the end of each adventure, unless it is a special event, for which advancing your character, the following rules apply.
level advancement is optional. Your DM tells you when you’ve Character Rebuilding. You can rebuild your character prior to
gained a level, and when level advancement is optional. playing it at 5th-level—changing any of your character’s statistics
Advancement. At the end of any Core Storyline adventure, in accordance with the rules, except their name. Your character
your character that participated advances a level. You may keeps any rewards and equipment earned to that point. If you
decline that level but doing so means your character gains no change your character’s class or background, they lose any
treasure and no benefits from legacy events the character earned. equipment that it granted, along with the proceeds from selling it,
At the end of other types of adventures, you can decide if you or benefits derived from it.
want your character to advance a level or not, but you can still Non-mechanical/story-based aspects of your character such as
earn the rewards. alignment, gender, choice of deity, or personality traits can be
Advancing Your Character. Your character advances using the changed between sessions regardless of level.
options found in the D&D Player’s Handbook, the Eberron: Rising
from the Last War campaign sourcebook, and Xanathar’s Guide to
Everything. Use the fixed hit point value provided in the class’s
entry; characters never roll their hit points.
Magic Items. Whenever the group you’re playing with finds a
magic item in an adventure, unless otherwise stated, your
character can keep it if you wish, as part of their optional reward
choice. The number of magic items your character can possess is
determined by their tier using the table below (common and
consumable magic items don’t count against this limit).
When you choose a new magic item, your character can replace
a magic item in their possession with the new one—useful in
getting rid of obsolete items or those that have been destroyed or
have no magic remaining.

Tier Magic Item Limit Tier Magic Item Limit


1 1 3 6
2 3 4 8

THE ADVENTURE RECORD (AR)


ARs are provided at the end of each adventure for your
convenience. Since the Oracle of War campaign contains only 20
Core Storyline adventures, plus a few special events, keeping the
ARs should not be too burdensome for most players. If, however,
you wish to track the information provided on the ARs in some
other way, you can do so. Just be sure you have access to all the
information from the ARs over the course of the campaign.

CATCHING UP
A player at 4th, 10th, or 16th level can choose to gain a level at
any point in order to play in the next higher tier of adventures.
The character does not gain any other rewards or benefits; they
simply make a note on the last AR they received and gain an extra
level.

COPYING/SCRIBING SPELLS
Once per adventure that you gain a level, you can scribe one spell
into your spellbook, Book of Shadows, or ritual book at the
normal cost (you must have the Book of Ancient Secrets
invocation to add to your Book of Shadows). The spell chosen
must be from the PHB or another campaign-legal source. ARs
might also have special options in the rewards or legacy events
section that allow characters to scribe more spells. This is in
addition to other spells that you gain through normal leveling

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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 3: BACKGROUNDS AND PATRONS
To best fit within the story presented in the Oracle of War campaign, characters can select one of the following backgrounds and/or
patrons. Players are not required to use these. Players can create their own backgrounds, as explained in the fifth edition Player’s
Handbook, or use one from approved sources. Patrons allow groups of characters a shared background which may add some
connections between character and story, within the Oracle of War campaign narrative.

BACKGROUNDS CAMP PERFORMER (ENTERTAINER)


Use the Entertainer background, with the following additions.
DISCIPLE OF THE SOVEREIGN HOST (ACOLYTE) You never thought yourself a soldier, but when you were
Use the Acolyte background, with the following additions. forced to join the Brelish Army, you had no choice.
Fortunately, a superior officer recognized your talent and
You were raised and trained in the light of the Sovereign
decided to make you a camp entertainer. You traveled from
Host. You do not raise any of the nine deities above the
place to place, raising the spirits of the troops before or after
other, instead worshipping all of them in the understanding
a battle. You even saw your share of close calls, when the
that only taken together do they show a complete picture of
life on Eberron. battlefront came to your location unexpectedly. You now
have a taste for adventure, and still have your entertaining
skills to fall back on.
DEZINA MUSEUM RESEARCHER (ARCHAEOLOGIST)
Use the Archaeologist background (from Tomb of WAR HERO (FOLK HERO)
Annihilation), with the following additions.
Use the Folk Hero background, with the following additions.
The Dezina Museum of Antiquities in Sharn has a
During your time in the Cyran army, you quickly earned
remarkable collection of relics from across Eberron. The
commendation after commendation for valor, skill, and
curator, Emeron Sennared, is hoping to create a new exhibit
honor. You were on maneuvers outside of the Cyran border
with relics from the ruined land of Cyre, showing normal
on the Day of Mourning, and soon after, the war ended. You
objects twisted by the magic of the Mournland. You have
no longer had the rank and title you once possessed, but the
found the best way to locate such objects is to join the
Cyran refugees know who you are, and they look to you to
salvage teams that head into the Gray from the town of
help reclaim the homeland.
Salvation.

WAR IMPOSTOR (CHARLATAN) DESPERATE SOUL (GAMBLER)


Use the Gambler background (from Acquisitions
Use the Charlatan background, with the following additions.
Incorporated), with the following additions.
When you joined the Karrnathi army near the end of the Last
War, your life was not going well. Something in your past Your gambling debts were piling up, and your creditors were
about to catch up with you. You heard from a friend that if
was haunting you so much that signing up to die was
you wanted to get lost—and potentially make enough money
preferable to staying where you were. Then a miracle
to pay off your debts—you should seek out a town called
happened. You witnessed someone who looked like you die,
Salvation on the edge of the Mournland. Brokers were
and you suddenly had access to their life. You took their
paying good coin for artifacts from the Mournland.
identity, and when the war ended you could let your old self
Enterprising adventurers can make a fortune by just picking
go and become a new person. The town of Salvation is the
up trash in ruined Cyre! And if that doesn’t work, you can
perfect place to start over as this new person.
always play cards with newly wealthy fools who come out of
that place with the treasures that you want.
RESISTANCE LEADER (CRIMINAL)
Use the Criminal background, with the following additions. AUNDAIRIAN SPECIAL FORCES (GLADIATOR)
Near the end of the Last War, your home was occupied by Use the Gladiator background, with the following additions.
enemy forces. You had to pretend to be subservient to the
During the final years of the Last War, you served in a special
occupying forces, but you secretly led a resistance group
unit of the Aundairian army. You were inserted into
against your captors, hoping to help drive them out and
dangerous areas with special mission objectives. These often
retake your home. Fortunately for you, the war ended before
involved defeating high profile targets that led groups of
you were found out, but you learned a great number of skills
mercenaries working for opposing forces. By defeating the
as a member of the resistance. Your life will never be the
leaders of these mercenary groups, and impressing their
same because of the war, but there may be a use for your
mercenaries by doing so, you could gain their allegiance and
skills in the world of salvage.
turn them against their former patrons. Your army has no
more use for your skills, but you can’t get the love of danger
out of your system.

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ENTREPRENEUR (GUILD MERCHANT) CONSCIENTIOUS OBJECTOR (OUTLANDER)
Use the Guild Merchant background, with the following Use the Outlander background, with the following additions.
additions.
As the Last War raged on, you refused to join the army of
Since the end of the Last War, making a living as a merchant Breland. None of the civilized areas would have you,
has been more and more difficult. Connections are hard to deeming your objections to the war cowardly and
make, and those who profited off the war have cornered the unpatriotic. You learned to survive in the hinterlands of
market on many commodities. And that doesn’t even include Breland, making do with what you could find and avoiding
the monopoly-seeking Dragonmarked Houses! Word from contact with the Brelish military and invaders alike. Now
your former business connections indicates that a new that the war is over, you still face scorn in civilized places,
market in artifacts from ruined Cyre might be a place to but the town of Salvation seems like a place where anyone
invest your time and energy. You might need to get your might be welcome to start over.
hands dirty, but the future looks like it could be bright in this
new market! MORGRAVE UNIVERSITY PROFESSOR (SAGE)
Use the Sage background, with the following additions.
BRELISH DESERTER (HERMIT)
You’ve gained a great deal of knowledge while you studied,
Use the Hermit background, with the following additions.
and then taught, at Morgrave University in Sharn. When the
During the final years of the Last War, you’d had enough. Last War ended a few years ago, even the most learned
After so much death and destruction, you needed to escape academics scratched their heads at who or what caused the
the madness of endless destruction. Unable to go home Day of Mourning that destroyed Cyre. Many of these are too
because of your status as a deserter of the Brelish army, you cautious to truly investigate the Mournland, but your sense
needed to hide. You made your home on the border between of curiosity outweighs that of self-preservation. Journeys
Cyre and Breland, dodging patrols of both armies and living into the Mournland might reveal its cause, which would
alone in the wilderness. With the Last War now over, you make you the toast of the academic community.
find that your knowledge of Cyre’s border is coming in
handy. OFFICER IN THE 12TH BRELISH INFANTRY (SOLDIER)
Use the Soldier background, with the following additions.
HOUSE AGENT
During the latter years of the Last War, you served in the
Use the House Agent background as detailed in Eberron:
Brelish Army, under General Millven “Mad Dog” Marshallen.
Rising from the Last War with no changes.
You and your peers were preparing for a foray into Cyre on
MERCENARY LEADER (KNIGHT) the Day of Mourning. A few units were already across the
border, when the gray fog rolled through and destroyed
Use the Knight background, with the following additions. them in terrible ways. If another hour had passed, you would
You were a leader for a renowned mercenary group that sold have been one of them. These visions still haunt you, and you
its services to the highest bidder during the Last War. Your have a driving desire to know what happened.
group fought valiantly and with honor for those who
contracted you, but the war took its toll. By the end, you EAR OF THRANE (SPY)
found it hard to find competent soldiers to serve you. When Use the Spy background, with the following additions.
the war ended, your group disbanded, leaving you with just
your reputation. During the Last War, you were an Ear of Thrane, acting as a
spy for that nation, pretending to be a loyal soldier for a
CYRAN ARISTOCRAT (NOBLE) different nation. When the war ended, your secret identity
was learned. Untrusted by your former friends, you found
Use the Noble background, with the following additions. that the nation of Thrane also mistrusted you, thinking you
You were born of noble Cyran blood, and served your may have been a double agent. Mistrusted now by both
country as an ambassador to distant lands. With Cyre sides, you are a spy without a home.
destroyed and the Last War over, you have no station in the
world, except with the Cyran refugees who look to you for WAR ORPHAN (URCHIN)
leadership as you build new lives for yourselves. They want Use the Urchin background, with the following additions.
to return home, but first, the source of the terrible cataclysm
that brought down Cyre must be found, and its effects The devastation of the Last War spared some, but not you.
reversed An attack on your home left your family dead, and you were
forced to make your way by any means necessary. You have
a driving hatred of whatever military or mercenary force
destroyed your home, but your connections to others of your
status have made it clear that a new future—and potential
fortunes—await in the town of Salvation. It sounds like it
might be rough, but it can’t be worse than where you grew
up.

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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PATRONS
If a group of players want to create characters already joined
by a certain history or cause, the group can select a patron.
These patrons act to provide the group with unified goals, a
common ethos, a shared story, and potential adventure
hooks or benefits in individual adventures.
For a party to gain these benefits, all members of the party
must be pledged to the same patron, and all members must
be in good standing with the patron.
The list of possible patrons that may come into play
during the Oracle of War campaign include the following
organizations (that are described in general terms in
Eberron: Rising from the Last War).

DRAGONMARKED HOUSE
Your group’s patron can include any of the thirteen
Dragonmarked Houses described in Eberron: Rising from the
Last War.

HEAD OF STATE
Your group’s patron is one of the heads of state of Aundair,
Breland, Karrnath, or Thrane. You are a special group that
reports your findings, via intermediaries, to the leadership of
a nation.

NEWSPAPER
Your group works for the Korranberg Chronicle as a special
investigative unit, exploring the causes and ramifications of
the Last War in general, and the Day of Mourning in
particular. You are expected to keep this connection secret
and find a way to send reports back to your editor at regular
intervals or when you learn something compelling.

RELIGIOUS ORDER
Your group serves the heads of one of the following religious
organizations: the Sovereign Host, the Church of the Silver
Flame, the Undying Court, or the Druids of Khorvaire. You
are expected to remain faithful to the premise of each of
these organizations while carrying out your investigations of
the Mournland.

OTHER
Your group is free to create a patron different than those
listed above and weave it into the ongoing story. Only the
patrons listed above, however, may show up specifically
mentioned in the adventures that comprise the Oracle of
War campaign.

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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3
PART 4: FAQ
Are the adventures from the Embers of the Last War How do greater aberrant powers from an aberrant
campaign or the Forgotten Relics adventure from dragonmark work?
Eberron: Rising from the Last War legal adventures to Players with an aberrant dragonmark do not roll to see if
play in the Oracle of War campaign? they gain an epic boon. Potential greater aberrant powers
No. The only adventure that are currently legal in the Oracle will be managed through Adventure Records or other
of War campaign are the Core Storyline adventures (with the campaign documentation.
code DDAL-EB) and the Eberron EPIC adventures (with the
code DDAL-EBEP). If any other adventures become legal for Can I play an orc, bugbear, goblin, or hobgoblin?
the campaign, the adventure will say so specifically, or it will Yes. Eberron: Rising from the Last War talks about the
be announced and noted in the campaign documentation. heritage of these races in Eberron. Use the statistics and
traits from this book instead of other sources.
What rules sources are legal for the Oracle of War
campaign? Does the Tortle Package count as a legal player resource
Currently, the Player’s Handbook (or Basic Rules), Eberron: for Oracle of War?
Rising from the Last War and the player options from No. You cannot use the Tortle Package in the Oracle of War
Xanathar’s Guide to Everything are the three legal rules campaign.
sources. Other resources may be opened by campaign
documentation such as Adventure Records or special event
certs.

What about Wayfinder’s Guide to Eberron?


Wayfinder’s Guide to Eberron is not a legal source, except in
the case where the content of that source matches Eberron:
Rising from the Last War exactly.

Do artificer infusions count against the magic item limit


for a character?
The magic items created through an artificer's Infuse Item
ability do not count against the magic item ownership limits
set forth by the campaign. However, due to the episodic
nature of the Oracle of War campaign, any items infused by
an artificer lose their infusion at the end of an adventure.
The artificer character can, at the start of the next adventure,
infuse items again. If the exact same characters and same DM
play several adventures in a row, then the DM can choose to
waive this restriction and allow the items to remain infused
between adventures.

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D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.3

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